Grigori and Tier 4 Units

WCH

Prince
Joined
Mar 26, 2008
Messages
491
I think that Grigori Adventurers should not count toward the National Unit limits. I don't, however, know if this is possible. If it isn't, how about allowing Grigori to have 5 of each national unit instead of 4? I think that would be in keeping with their individualistic approach to things, and would amp up their power a bit.

As it stands, the Adventurers are nice (especially in the early/mid game), but since they take up Tier 4 slots, they aren't really equal to the raw extra firepower of normal heroes. The Hippus hero, for example, is basically a fifth knight. But Adventurers basically take up slots that normal units would otherwise get, and prevent the normal army from getting all that strong.

Grigori seem to be regarded as kind of a middling power... cool and flavourful, but their special mechanic not really making up for the massive penalty of no religion. So I think this bonus would balance it out. Just from 4 to 5, though... wouldn't want to make them too strong.
 
It normally wouldn't be possible, but xienwolf did add the ability for a promotion to make a unit not count towards national unit limits. I've actually been playing with adventurers that start with this promotion for a while.

I also allow upgraded adventurers to revert back to adventurers at any point, so you can pick a different unit type. War Chariots with Subdue Beast and access to all archmage spells are quite nice.
 
@ WHC: I doubt that change alone whould balance it and much less make them more fun like they have been in Light / Fire. But its a nice idea / one small stepstone to help them a bit on a way to become a real powerhouse once more.

Time for them to get acess to deception / honor back finally.

One small Problem though: 2 additional Liches for any Civ (ironically save Grigori other Agnostics or other Civs barred from Esus / OO :p) early without blocking 4 Liches later might be a bit much and is already quite powerful without this added benefit of the Hero-Promotion. Might be to extreme a case to be a real problem though.
 
How about this:

Make dragon slayers replace phalanx instead of champions, and set them to national unit: max 6. And add unique unit for all other T4 Grigori unit that will allow 6 (or 5) instead of 4.

I'm surprised that with all toying with UU special abilities, no one ever proposed altering the national unit limit for UU (a simple XML change). So that Orcs can have 6 berserkers but only 2 archmages, Bannor 6 phalanx and 6 knights but only 2 berserkers...
 
I'm surprised that with all toying with UU special abilities, no one ever proposed altering the national unit limit for UU (a simple XML change). So that Orcs can have 6 berserkers but only 2 archmages, Bannor 6 phalanx and 6 knights but only 2 berserkers...

No one proposed because it is impossible to do. National unit limits are declared in the unitclass defines, so the some limits apply to all UUs


@xienwolf: I think I was thinking that the promotion also made it not count towards world limits. Thats why. Liches are also a good reason.

I'm actually thinking that Adventurers won't have the hero promotion in my version. I've given them enough bonuses already, and it seems odd for the Grigori to be able to turn other heroes (neitz, any hero the can capture) into adventurers. I'll probably give them a promotion that makes them ignore national/team limits and military upkeep, gives then extra xp from combat, gives a chance for free xp (not 100% like hero, but more like channeling2), and is an alternate requirement for all promotions requiring hero.
 
It normally wouldn't be possible, but xienwolf did add the ability for a promotion to make a unit not count towards national unit limits. I've actually been playing with adventurers that start with this promotion for a while.

I also allow upgraded adventurers to revert back to adventurers at any point, so you can pick a different unit type. War Chariots with Subdue Beast and access to all archmage spells are quite nice.

Is this a modmod that anyone can grab? Or is it your personal one?
 
I keep planning to release it, but either I continually either break it, don't have enough time to work on it, forget just which files I've changed, or decide that I should start over when a new version is released. I did release a modmod several months back, but a lit has changed since then. I'm still planning to release another version, probably based on a FfH 0.32 + xienwolf's xml modcomp + UnitStats + Explorable Lairs + Broader Alignment.
 
Yea, I know that feeling. I'm still currently playing on vanilla Civ FFH, so I have to make all the changes to any mod myself, as no one seems to support it anymore. One good thing about that though is I don't have to worry about future updates ruining all my work :P
 
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